/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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#include "raymath.h"
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#include <stdio.h>
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#define TILE_REQUIRED_CLEAN_TIME 2 // Frames it takes to clean a dirt level
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#define TILE_SCORE_BY_CLEANED_LEVEL 100 // Score by cleanied dirt level
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#define TILE_REQUIRED_CLEAN_AREA 28*28 // Required are for actually cleaning tile
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#define TILE_SIZE 36 // Tile size, it should match texture
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#define MAX_TILES_X 32
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#define MAX_TILES_Y 17
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#define CAT_TARGET_RADIUS 3 // Target proximity radius
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#define CAT_DIRT_CELL_RADIUS 2 // Cells around cat for dirt spreading
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#define TIME_LIMIT_SECONDS 180 // Time to complete the level in seconds
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#define MAX_SCORE_POPUPS 60 // Maximum simultaneous score pop-ups!
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//----------------------------------------------------------------------------------
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// Module types
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//----------------------------------------------------------------------------------
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// One dirt tile type
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typedef struct {
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Vector2 position; // Relative to top-left corner
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int level; // Dirtiness: 0-Clean, 1-2-3-Dirt levels
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int state; // Current dirtiness state
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int counter; // Frames counter for cleaning
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//int time; // Time it takes to make it clean --> Depends on level
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//int score; // It depends on the dirt level
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bool cleaned; // If it was cleaned (not clean by default)
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} Dirtile;
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// Score poping-up type
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typedef struct {
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Vector2 position;
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int value;
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float alpha;
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bool enabled;
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} ScorePopup;
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// Furniture tile set
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typedef struct {
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int id; // Furniture tile id
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int posX; // Position X on tileset
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int posY; // Position Y on tileset
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int width; // Furniture piece width
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int height; // Furniture piece height
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} FurSet;
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// Furniture type
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typedef struct {
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int furId; // Tileset id
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int cellX; // Cell position X
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int cellY; // Cell position Y
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int state; // 0-Block, 1-Alpha, 2-Breakable
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int counter; // Counter in case of break
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} Furniture;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int timeLevelSeconds;
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static bool levelFinished;
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static int finishScreen;
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const Vector2 roomOffset = { 70, 70 };
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static Texture2D roomba;
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static Texture2D cat;
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static Texture2D dirtiles;
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static Texture2D furniture;
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#if defined(TILE_VIEWER_MODE)
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static Texture2D tracemap;
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static Texture2D fursetid;
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#endif
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static Music catch;
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static Sound fxCat[2];
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static Sound fxRoomba[3];
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static Vector2 roombaPosition = { 100, 100 };
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static Vector2 roombaSpeed = { 4, 4 };
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static int roombaTilePosX = 0, roombaTilePosY = 0;
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static Vector2 catPosition = { 0, 0 };
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static Vector2 catTargetPosition = { 0, 0 };
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static Vector2 catSpeed = { 3, 3 };
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static int catTilePosX = 0, catTilePosY = 0;
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static bool catShouldMove = false;
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static Vector2 mousePosition = { 0, 0 };
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static int mouseTileX = -1, mouseTileY = -1;
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static Dirtile tiles[MAX_TILES_X*MAX_TILES_Y] = { 0 };
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static ScorePopup popup[MAX_SCORE_POPUPS] = { 0 };
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static FurSet furset[32] = { -1 };
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static Furniture furmap[40] = { -1 };
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static int furnitureCount = 0;
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// Furniture collisions map
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// 0-block, 1-normal, 2-alpha, 3-breakable
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static int furcolmap[MAX_TILES_X*MAX_TILES_Y] = {
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1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1,
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1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1,
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
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0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,
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0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,3,3,1,1,1,1,0,0,
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3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,3,3,1,1,1,1,0,0,
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3,3,1,1,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,
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1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,0,0,0,0,0,0,0,0,
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1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,
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1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
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1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1,
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0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1,
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0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1,
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0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1,
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0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0,
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0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0 };
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static bool showObjective = false;
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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static float GetTileCleanPercent(void);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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// Initialize GAMEPLAY screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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timeLevelSeconds = TIME_LIMIT_SECONDS;
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levelFinished = false;
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roomba = LoadTexture("resources/roomba.png");
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cat = LoadTexture("resources/cat.png");
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dirtiles = LoadTexture("resources/dirtiles.png");
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furniture = LoadTexture("resources/furniture.png");
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#if defined(TILE_VIEWER_MODE)
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tracemap = LoadTexture("resources/tracemap.png");
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fursetid = LoadTexture("resources/fursetid.png");
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#endif
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int furCount = 0;
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FILE *fursetFile = fopen("resources/furset.txt", "rt");
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if (fursetFile != NULL)
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{
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char buffer[512] = { 0 };
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while (!feof(fursetFile))
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{
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fgets(buffer, 512, fursetFile);
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switch (buffer[0])
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{
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case 'f':
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{
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sscanf(buffer, "f %i %i %i %i %i",
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&furset[furCount].id,
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&furset[furCount].posX,
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&furset[furCount].posY,
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&furset[furCount].width,
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&furset[furCount].height);
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furCount++;
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} break;
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case '.': // This is a comment
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default: break;
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}
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}
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fclose(fursetFile);
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}
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// Position and size come in cell form, not pixels
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for (int i = 0; i < furCount; i++)
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{
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furset[i].posX *= TILE_SIZE;
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furset[i].posY *= TILE_SIZE;
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furset[i].width *= TILE_SIZE;
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furset[i].height *= TILE_SIZE;
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}
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printf("Furniture SET elements read: %i\n", furCount);
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// Init furniture elements
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FILE *furnitureFile = fopen("resources/furmap.txt", "rt");
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if (furnitureFile != NULL)
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{
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char buffer[512] = { 0 };
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while (!feof(furnitureFile))
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{
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fgets(buffer, 512, furnitureFile);
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switch (buffer[0])
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{
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case 'f':
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{
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sscanf(buffer, "f %i %i %i %i %i",
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&furmap[furnitureCount].furId,
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&furmap[furnitureCount].cellX,
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&furmap[furnitureCount].cellY,
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&furmap[furnitureCount].state,
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&furmap[furnitureCount].counter);
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furnitureCount++;
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} break;
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case '.': // This is a comment
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default: break;
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}
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}
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fclose(furnitureFile);
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}
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printf("Furniture MAP elements read: %i\n", furnitureCount);
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// Init dirt tiles
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for (int y = 0; y < MAX_TILES_Y; y++)
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{
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for (int x = 0; x < MAX_TILES_X; x++)
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{
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tiles[y*MAX_TILES_X + x].position = (Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y };
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if ((furcolmap[y*MAX_TILES_X + x] != 0) &&
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(furcolmap[y*MAX_TILES_X + x] != 3))
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{
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// TODO: Level of dirtiness depends on difficulty level
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// Adjust probability of every tile dirt level
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int dirt = GetRandomValue(0, 100);
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if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability
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else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability
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else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability
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else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability
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}
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else tiles[y*MAX_TILES_X + x].level = 0;
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tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level;
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tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME;
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tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false;
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}
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}
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// Init score popups
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for (int i = 0; i < MAX_SCORE_POPUPS; i++)
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{
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popup[i].position = (Vector2){ 0, 0 };
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popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL;
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popup[i].enabled = false;
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popup[i].alpha = 1.0f;
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}
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// Init cat position
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catPosition = (Vector2){ 30*TILE_SIZE + roomOffset.x, TILE_SIZE + roomOffset.y };
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catTargetPosition = catPosition;
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showObjective = true;
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// Load music and sounds
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fxCat[0] = LoadSound("resources/fxcat01.wav");
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fxCat[1] = LoadSound("resources/fxcat02.wav");
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fxRoomba[0] = LoadSound("resources/fxrobot01.wav");
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fxRoomba[1] = LoadSound("resources/fxrobot02.wav");
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fxRoomba[2] = LoadSound("resources/fxrobot03.wav");
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catch = LoadMusicStream("resources/catch22.mod");
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StopMusicStream(music);
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SetMusicVolume(catch, 0.6f);
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PlayMusicStream(catch);
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result = 0; // Global variable: screens.h
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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UpdateMusicStream(catch);
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if (showObjective)
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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showObjective = false;
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PlaySound(fxCoin);
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}
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return;
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}
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framesCounter++;
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if (framesCounter == 60)
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{
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timeLevelSeconds--;
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if (timeLevelSeconds == 0)
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{
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levelFinished = true;
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finishScreen = 1;
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PlaySound(fxCoin);
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if (GetTileCleanPercent() >= 80) result = 1;
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}
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framesCounter = 0;
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}
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mousePosition = GetMousePosition();
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mouseTileX = (int)floorf((mousePosition.x - roomOffset.x)/TILE_SIZE);
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mouseTileY = (int)floorf((mousePosition.y - roomOffset.y)/TILE_SIZE);
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// Roomba movement logic
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Vector2 prevPosition = roombaPosition;
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if (IsKeyDown(KEY_D)) roombaPosition.x += roombaSpeed.x;
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else if (IsKeyDown(KEY_A)) roombaPosition.x -= roombaSpeed.x;
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if (IsKeyDown(KEY_W)) roombaPosition.y -= roombaSpeed.y;
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else if (IsKeyDown(KEY_S)) roombaPosition.y += roombaSpeed.y;
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// Verify current player position is valid or reset
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roombaTilePosX = (int)(floorf(roombaPosition.x - roomOffset.x)/TILE_SIZE);
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roombaTilePosY = (int)(floorf(roombaPosition.y - roomOffset.y)/TILE_SIZE);
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if ((roombaPosition.x - roomba.width/2 < roomOffset.x) ||
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((roombaPosition.x + roomba.width/2) >= (roomOffset.x + MAX_TILES_X*TILE_SIZE)) ||
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(roombaPosition.y - roomba.height/2 < roomOffset.y) ||
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((roombaPosition.y + roomba.height/2) >= (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) ||
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(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 0) ||
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(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 3)) roombaPosition = prevPosition;
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// Dyson movement logic
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// if (IsKeyDown(KEY_RIGHT)) dysonPosition.x += dysonSpeed.x;
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// else if (IsKeyDown(KEY_LEFT)) dysonPosition.x -= dysonSpeed.x;
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// if (IsKeyDown(KEY_UP)) dysonPosition.y -= dysonSpeed.y;
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// else if (IsKeyDown(KEY_DOWN)) dysonPosition.y += dysonSpeed.y;
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// Check collision area between Roomba and dirt tiles to verify it's beeing cleaned
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// TODO: OPTIMIZATION: Check only Roomba surrounding tiles
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for (int y = 0; y < MAX_TILES_Y; y++)
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{
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for (int x = 0; x < MAX_TILES_X; x++)
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{
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// Check if tile requires cleaning
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if (tiles[y*MAX_TILES_X + x].state > 0)
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{
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// TODO: Get better collision area measure, considering round roomba
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Rectangle cleanRec = GetCollisionRec((Rectangle){ tiles[y*MAX_TILES_X + x].position.x, tiles[y*MAX_TILES_X + x].position.y, 36, 36 },
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(Rectangle){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, roomba.width, roomba.height });
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// Check Roomba is covering at least half of the tile
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if ((cleanRec.width*cleanRec.height) > TILE_REQUIRED_CLEAN_AREA)
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{
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// Start cleaning tile
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tiles[y*MAX_TILES_X + x].counter--;
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if (tiles[y*MAX_TILES_X + x].counter < 0)
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{
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tiles[y*MAX_TILES_X + x].state--;
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if (tiles[y*MAX_TILES_X + x].state == 0)
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{
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tiles[y*MAX_TILES_X + x].counter = 0;
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score += tiles[y*MAX_TILES_X + x].level*TILE_SCORE_BY_CLEANED_LEVEL;
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// Show scoring popup, enable first ready!
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for (int i = 0; i < MAX_SCORE_POPUPS; i++)
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{
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if (!popup[i].enabled)
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{
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popup[i].position = tiles[y*MAX_TILES_X + x].position;
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popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL*tiles[y*MAX_TILES_X + x].level;
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popup[i].enabled = true;
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popup[i].alpha = 1.0f;
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break;
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}
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}
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}
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else tiles[y*MAX_TILES_X + x].counter = TILE_REQUIRED_CLEAN_TIME;
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}
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}
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}
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}
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}
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// Update enabled popups!
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for (int i = 0; i < MAX_SCORE_POPUPS; i++)
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{
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if (popup[i].enabled)
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{
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popup[i].position.y -= 2;
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popup[i].alpha -= 0.015f;
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if (popup[i].alpha < 0.0f) popup[i].enabled = false;
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}
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}
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// Cat movement logic
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
|
{
|
|
// Check for a valid cell to move on
|
|
if ((mousePosition.x > roomOffset.x) && (mousePosition.x < (roomOffset.x + MAX_TILES_X*TILE_SIZE)) &&
|
|
(mousePosition.y > roomOffset.y) && (mousePosition.y < (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) &&
|
|
furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] != 0)
|
|
{
|
|
catTargetPosition = GetMousePosition();
|
|
catShouldMove = true;
|
|
}
|
|
}
|
|
|
|
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PlaySound(fxCat[GetRandomValue(0,1)]);
|
|
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxRoomba[GetRandomValue(0,2)]);
|
|
|
|
// Check if cat should move
|
|
if (catShouldMove)
|
|
{
|
|
if (CheckCollisionPointCircle(catPosition, catTargetPosition, CAT_TARGET_RADIUS))
|
|
{
|
|
catShouldMove = false;
|
|
|
|
// Spread dirt all around selected cell!
|
|
// NOTE: We consider cat drawing offset
|
|
catTilePosX = (int)floorf((catPosition.x - cat.width/2 - roomOffset.x)/TILE_SIZE) + 1;
|
|
catTilePosY = (int)floorf((catPosition.y - cat.height/2 - 10 - roomOffset.y)/TILE_SIZE) + 1;
|
|
|
|
// Check if tile includes a dirt element
|
|
if (furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] == 3)
|
|
{
|
|
for (int y = (catTilePosY - CAT_DIRT_CELL_RADIUS); y < (catTilePosY + CAT_DIRT_CELL_RADIUS + 1); y++)
|
|
{
|
|
for (int x = (catTilePosX - CAT_DIRT_CELL_RADIUS); x < (catTilePosX + CAT_DIRT_CELL_RADIUS + 1); x++)
|
|
{
|
|
if (((y >= 0) && (y < MAX_TILES_Y) && (x >= 0) && (x < MAX_TILES_X)) &&
|
|
(tiles[y*MAX_TILES_X + x].state == 0) &&
|
|
(furcolmap[y*MAX_TILES_X + x] != 0) &&
|
|
(furcolmap[y*MAX_TILES_X + x] != 3))
|
|
{
|
|
int dirt = GetRandomValue(0, 100);
|
|
|
|
if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability
|
|
else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability
|
|
else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability
|
|
else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability
|
|
|
|
tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level;
|
|
tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME;
|
|
tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector2 dir = Vector2Subtract(catTargetPosition, catPosition);
|
|
Vector2 dirnorm = Vector2Normalize(dir);
|
|
|
|
catPosition.x += catSpeed.x*dirnorm.x;
|
|
catPosition.y += catSpeed.y*dirnorm.y;
|
|
}
|
|
}
|
|
|
|
if (levelFinished)
|
|
{
|
|
// TODO: Check level finished
|
|
}
|
|
}
|
|
|
|
// Gameplay Screen Draw logic
|
|
void DrawGameplayScreen(void)
|
|
{
|
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GetColor(0x57374cff));
|
|
|
|
// Draw tiles
|
|
for (int y = 0; y < MAX_TILES_Y; y++)
|
|
{
|
|
for (int x = 0; x < MAX_TILES_X; x++)
|
|
{
|
|
// Draw dirty tiles
|
|
DrawTextureRec(dirtiles, (Rectangle){ tiles[y*MAX_TILES_X + x].state*TILE_SIZE, 0, TILE_SIZE, TILE_SIZE },
|
|
(Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }, WHITE);
|
|
|
|
// TODO: Draw possible walls
|
|
}
|
|
}
|
|
|
|
// Draw starting point for roomba and cat
|
|
DrawTextureRec(furniture, (Rectangle){ furset[30].posX, furset[30].posY, furset[30].width, furset[30].height }, roomOffset, WHITE);
|
|
DrawTextureRec(furniture, (Rectangle){ furset[29].posX, furset[29].posY, furset[29].width, furset[29].height }, (Vector2){ roomOffset.x + 29*36, roomOffset.y }, WHITE);
|
|
|
|
DrawTexture(roomba, roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, WHITE);
|
|
DrawTexture(cat, catPosition.x - cat.width/2, catPosition.y - cat.height/2 - 10, WHITE);
|
|
|
|
float furAlpha = 1.0f;
|
|
|
|
// Draw home objects
|
|
for (int i = 0; i < furnitureCount; i++)
|
|
{
|
|
if (CheckCollisionCircleRec((Vector2){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2 }, roomba.width,
|
|
(Rectangle){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE,
|
|
furset[furmap[i].furId].width, furset[furmap[i].furId].height}) && (furmap[i].state == 1))
|
|
{
|
|
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height },
|
|
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, 0.5f));
|
|
}
|
|
else
|
|
{
|
|
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height },
|
|
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, furAlpha));
|
|
}
|
|
}
|
|
|
|
#if defined(TILE_VIEWER_MODE)
|
|
DrawTexture(tracemap, roomOffset.x, roomOffset.y, Fade(WHITE, 0.5f));
|
|
DrawTexture(fursetid, 0, 720, WHITE);
|
|
#endif
|
|
|
|
// TODO: If an object has been used by cat, draw it in gray
|
|
// Maybe add a tempo bar for reusing?
|
|
|
|
// Draw UI
|
|
DrawTextEx(font2, "SCORE:", (Vector2){ 80, 10 }, font2.baseSize, 2, WHITE);
|
|
DrawTextEx(font, FormatText("%i", score), (Vector2){ 260, 10 }, font.baseSize, 2, WHITE);
|
|
DrawTextEx(font2, "CLEAN:", (Vector2){ 500, 10 }, font2.baseSize, 2, WHITE);
|
|
DrawTextEx(font, FormatText("%.2f%%", GetTileCleanPercent()), (Vector2){ 690, 10 }, font.baseSize, 2, WHITE);
|
|
DrawTextEx(font2, "TIME:", (Vector2){ 950, 10 }, font2.baseSize, 2, WHITE);
|
|
DrawTextEx(font, FormatText("%i:%02is", timeLevelSeconds/60, timeLevelSeconds%60), (Vector2){ 1100, 10 }, font.baseSize, 2, WHITE);
|
|
|
|
// Debug information
|
|
//DrawText(FormatText("CatTilePos: [ %i, %i ]", catTilePosX, catTilePosY), roomOffset.x, 690, 20, RAYWHITE);
|
|
//DrawText(FormatText("MousePos: [ %i, %i ]", mouseTileX, mouseTileY), 400, 690, 20, RED);
|
|
//DrawText(FormatText("RoombaPos: [ %i, %i ]", roombaTilePosX, roombaTilePosY), 600, 690, 20, GREEN);
|
|
|
|
if ((mouseTileY >= 0) && (mouseTileY < MAX_TILES_Y) && (mouseTileX >= 0) && (mouseTileX < MAX_TILES_X))
|
|
{
|
|
DrawRectangleLinesEx((Rectangle){ tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.x,
|
|
tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.y, TILE_SIZE, TILE_SIZE }, 2, RED);
|
|
}
|
|
|
|
// Draw enabled popups!
|
|
for (int i = 0; i < MAX_SCORE_POPUPS; i++)
|
|
{
|
|
if (popup[i].enabled) DrawText(FormatText("+%i", popup[i].value), popup[i].position.x, popup[i].position.y, 20, Fade(RED, popup[i].alpha));
|
|
}
|
|
|
|
// Show objective
|
|
if (showObjective)
|
|
{
|
|
DrawRectangle(0, 150, GetScreenWidth(), GetScreenHeight() - 300, Fade(DARKGRAY, 0.7f));
|
|
DrawTextEx(font2, "OBJECTIVE:", (Vector2){ 500, 240 }, font2.baseSize, 2, WHITE);
|
|
DrawTextEx(font, "CLEAN 80% OF THE ROOM", (Vector2){ 300, 320 }, font.baseSize, 2, WHITE);
|
|
}
|
|
|
|
}
|
|
|
|
// Gameplay Screen Unload logic
|
|
void UnloadGameplayScreen(void)
|
|
{
|
|
// Unload GAMEPLAY screen variables here!
|
|
UnloadTexture(roomba);
|
|
UnloadTexture(cat);
|
|
UnloadTexture(dirtiles);
|
|
UnloadTexture(furniture);
|
|
|
|
UnloadSound(fxCat[0]);
|
|
UnloadSound(fxCat[1]);
|
|
UnloadSound(fxRoomba[0]);
|
|
UnloadSound(fxRoomba[1]);
|
|
UnloadSound(fxRoomba[2]);
|
|
|
|
StopMusicStream(catch);
|
|
UnloadMusicStream(catch);
|
|
}
|
|
|
|
// Gameplay Screen should finish?
|
|
int FinishGameplayScreen(void)
|
|
{
|
|
return finishScreen;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Check how much cleaning we have done
|
|
static float GetTileCleanPercent(void)
|
|
{
|
|
float value = 0;
|
|
|
|
int tileLevelsToClean = 0;
|
|
int tileLevelsCleaned = 0;
|
|
|
|
for (int y = 0; y < MAX_TILES_Y; y++)
|
|
{
|
|
for (int x = 0; x < MAX_TILES_X; x++)
|
|
{
|
|
if (tiles[y*MAX_TILES_X + x].level > 0)
|
|
{
|
|
tileLevelsToClean += tiles[y*MAX_TILES_X + x].level;
|
|
tileLevelsCleaned += tiles[y*MAX_TILES_X + x].state;
|
|
}
|
|
}
|
|
}
|
|
|
|
value = ((float)(tileLevelsToClean - tileLevelsCleaned)/tileLevelsToClean)*100.0f;
|
|
|
|
return value;
|
|
}
|